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General Tabletop Discussion
*Pathfinder & Starfinder
So INTERPARTY conflict time, how do you handle it as a DM?
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<blockquote data-quote="Bleys Icefalcon" data-source="post: 6743501" data-attributes="member: 6670542"><p>I appreciate how in real life even good friends, not to mention married couples, will have spats and disagreements - that can be so severe that friendships are ended and marriages called off. So it comes as no surprise that, by extention, our game can be filled with the same abrasions. I have evolved as a DM over the years when it comes to these kinds of confrontations. Early on I would let these run their course, feeling that this was a part of the game. At times these would get violent (in game), even fatal. As I have matured, I would like to say my players have as well - but most of my gaming life I was in the Navy, so every couple years I would transfer to a new duty station and I would either find myself a part of another established group's dynamic, or I would end up building my own group from the ground up. And many of my other players were also in the military, and THEY would transfer every couple years, so there really was no time, for more than 20 years, that I really had that same, solid group for more than say 6 months to a year.</p><p></p><p>Since retiring, I have finally found that stable group of players. For the most part no one is moving, and everyone is about as dedicated as you could ask from your typical instant gratification/live and die by their facebook/smart phone connected by an invisible adamantium umbilical to their soul Generation Z type. With them I have been able to set a few hard and firm house rules and guidelines when it comes to in-party fighting/killing. Recently I had to lose a player over it, as he, after several warnings and talkings too, insisted on pissing in the pool.</p><p></p><p>Rule One: If you take a swing on a party member, you will automatically hit. The target won't take the damage, you will. If you crit, refer to initial part of rule one.</p><p></p><p>Rule Two: If you taunt, instigate and do everythig you can to MAKE someone want to take a swing at you, you're character will face a period of "eradication" (Per the 20th level Epic Spell annotated in a fun little gaming accessory called the Tome of Mighty Magic.) The duration is a number of turns equal to whatever the DM decides (usually 1D3 turns, or ten real world minutes), during which your character ceases to exist. Ceases to have ever existed. Deeds and actions performed by this character will seamlessly and undetectably attributed to another, etc. This period of non-existence will diminish, or extend based solely on the contrition and willingness to get along with everyone of the offending person. In the case of the person ejected, duration is forever.</p></blockquote><p></p>
[QUOTE="Bleys Icefalcon, post: 6743501, member: 6670542"] I appreciate how in real life even good friends, not to mention married couples, will have spats and disagreements - that can be so severe that friendships are ended and marriages called off. So it comes as no surprise that, by extention, our game can be filled with the same abrasions. I have evolved as a DM over the years when it comes to these kinds of confrontations. Early on I would let these run their course, feeling that this was a part of the game. At times these would get violent (in game), even fatal. As I have matured, I would like to say my players have as well - but most of my gaming life I was in the Navy, so every couple years I would transfer to a new duty station and I would either find myself a part of another established group's dynamic, or I would end up building my own group from the ground up. And many of my other players were also in the military, and THEY would transfer every couple years, so there really was no time, for more than 20 years, that I really had that same, solid group for more than say 6 months to a year. Since retiring, I have finally found that stable group of players. For the most part no one is moving, and everyone is about as dedicated as you could ask from your typical instant gratification/live and die by their facebook/smart phone connected by an invisible adamantium umbilical to their soul Generation Z type. With them I have been able to set a few hard and firm house rules and guidelines when it comes to in-party fighting/killing. Recently I had to lose a player over it, as he, after several warnings and talkings too, insisted on pissing in the pool. Rule One: If you take a swing on a party member, you will automatically hit. The target won't take the damage, you will. If you crit, refer to initial part of rule one. Rule Two: If you taunt, instigate and do everythig you can to MAKE someone want to take a swing at you, you're character will face a period of "eradication" (Per the 20th level Epic Spell annotated in a fun little gaming accessory called the Tome of Mighty Magic.) The duration is a number of turns equal to whatever the DM decides (usually 1D3 turns, or ten real world minutes), during which your character ceases to exist. Ceases to have ever existed. Deeds and actions performed by this character will seamlessly and undetectably attributed to another, etc. This period of non-existence will diminish, or extend based solely on the contrition and willingness to get along with everyone of the offending person. In the case of the person ejected, duration is forever. [/QUOTE]
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So INTERPARTY conflict time, how do you handle it as a DM?
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